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@dhh
dhh / Gemfile
Created June 24, 2020 22:23
HEY's Gemfile
ruby '2.7.1'
gem 'rails', github: 'rails/rails'
gem 'tzinfo-data', '>= 1.2016.7' # Don't rely on OSX/Linux timezone data
# Action Text
gem 'actiontext', github: 'basecamp/actiontext', ref: 'okra'
gem 'okra', github: 'basecamp/okra'
# Drivers
@erineccleston
erineccleston / OrthographicOverride.cs
Last active August 7, 2019 21:45
Allows 2D Pixel Perfect to work with Cinemachine
using Cinemachine;
using UnityEngine;
using UnityEngine.U2D;
using System.Reflection;
/// <summary>
/// Add this component to a camera that has PixelPerfectCamera and CinemachineBrain
/// components to prevent the active CinemachineVirtualCamera from overwriting the
/// correct orthographic size as calculated by the PixelPerfectCamera.
/// </summary>
@nicoplv
nicoplv / PlayFromScene.cs
Last active June 20, 2018 13:14
Editor script to make Play button always start a main scene in Unity 3D (works only with 2017.2 or +)
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
namespace SmartEditors
{
[InitializeOnLoad]
public class PlayFromScene : Editor
{
[MenuItem("Tools/Editor/Play From Scene/Set Main Scene", false, 0)]
@fokusferit
fokusferit / enzyme_render_diffs.md
Last active June 18, 2024 11:27
Difference between Shallow, Mount and render of Enzyme

Shallow

Real unit test (isolation, no children render)

Simple shallow

Calls:

  • constructor
  • render
@iscott
iscott / simple_authentication_rails_5_bcrypt_and_has_secure_password.md
Last active May 22, 2024 08:00
Cheat Sheet: Simple Authentication in Rails 5 with has_secure_password

Cheat Sheet: Simple Authentication in Rails 6 with has_secure_password

The goal of this cheatsheet is to make it easy to add hand-rolled authentication to any rails app in a series of layers.

First the simplest/core layers, then optional layers depending on which features/functionality you want.

Specs
AUTHOR Ira Herman
LANGUAGE/STACK Ruby on Rails Version 4, 5, or 6
@nothke
nothke / Draw.cs
Last active January 20, 2024 06:58
///
/// Draw lines at runtime
/// by Nothke
/// unlicensed, aka do whatever you want with it
/// made during Stugan 2016 :)
/// ..(it's midnight, and Robbie clicks A LOT, LOUDLY!)
///
/// Important:
/// - Should be called in OnPostRender() (after everything else has been drawn)
/// therefore the script that calls it must be attached to the camera
///
/// Simple pooling for Unity.
/// Author: Martin "quill18" Glaude (quill18@quill18.com)
/// Latest Version: https://gist.github.com/quill18/5a7cfffae68892621267
/// License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/)
/// UPDATES:
/// 2015-04-16: Changed Pool to use a Stack generic.
///
/// Usage:
///
@flibitijibibo
flibitijibibo / FNAWindowExample.cs
Last active April 30, 2022 15:21
Example to hook up an SDL2 window to a Panel for use in a System.Windows.Forms window
#region License
/* FNA GameWindow for System.Windows.Forms Example
* Written by Ethan "flibitijibibo" Lee
* http://www.flibitijibibo.com/
*
* Released under public domain.
* No warranty implied; use at your own risk.
*/
#endregion
@Twinklebear
Twinklebear / main.cpp
Last active June 22, 2024 14:15
Example of render to texture with SDL2
#include <iostream>
#ifdef __linux__
#include <SDL2/SDL.h>
#elif defined(_WIN32)
#include <SDL.h>
#endif
const int WIN_WIDTH = 640;
const int WIN_HEIGHT = 480;
@1wErt3r
1wErt3r / SMBDIS.ASM
Created November 9, 2012 22:27
A Comprehensive Super Mario Bros. Disassembly
;SMBDIS.ASM - A COMPREHENSIVE SUPER MARIO BROS. DISASSEMBLY
;by doppelganger (doppelheathen@gmail.com)
;This file is provided for your own use as-is. It will require the character rom data
;and an iNES file header to get it to work.
;There are so many people I have to thank for this, that taking all the credit for
;myself would be an unforgivable act of arrogance. Without their help this would
;probably not be possible. So I thank all the peeps in the nesdev scene whose insight into
;the 6502 and the NES helped me learn how it works (you guys know who you are, there's no